- Edited
Tomcat The processor is an Intel i7. The wait here was 5 minutes - did you have to wait more than 5 minutes?
Tomcat The processor is an Intel i7. The wait here was 5 minutes - did you have to wait more than 5 minutes?
managed to get everything working again , took me a whole day
hope ill never have to do this again.
What doesn't kill you makes you stronger.
Yeah, this is mostly why I haven't switched to 4.0 yet, though I haven't been actively working on much recently. I know that things will change in alpha, they say beta is feature locked, but that doesn't mean there won't be bugs or potential breakage, just means the API doesn't change. I do plan to ship the game I'm making in Godot 4.0, but I've just been doing small tests, nothing serious at this point.
Ambassador The processor is an Intel i7. The wait here was 5 minutes - did you have to wait more than 5 minutes?
Nope. It boots faster, but has to wait a couple or three minutes. In the screenshot shows that I have i7-950 (LGA1366) and only 12Gb RAM.
But my point is that, in principle, Godot 4 works fine on Win 7.
DaveTheCoder What doesn't kill you makes you stronger.
Which doesn't kill me, subsequently regrets it a lot.
The editor should load almost instantly. However, I think there is still this bug with USB enumeration. Some USB devices cause the scan to hang for very long. I know it was the case with Corsair mice/keyboards and also with Gigabyte monitors. So you may want to unplug any devices you aren't using to see if that is the issue.
I'm in the process of converting my project to Godot 4, and it was not easy....
Do you know where we can report issue specific to Godot 4 ?
Right now, nothing run on my android phone (Moto G6).
I got a tone on vulkan errors message :
<C++ Source> drivers/vulkan/rendering_device_vulkan.cpp:7747 @ draw_list_draw()
As far as I know, issues for all versions are reported here: https://github.com/godotengine/godot/issues
You can now safely queue_free
the asset library in this version.
Ambassador
Does Godot 4 require a discreet GPU - is that the issue here with it not working on Windows 7 Pro with an i7 CPU and 32 GB of RAM?
Ambassador Does Godot 4 require a discreet GPU
No but it requires Vulkan.
Ambassador Does Godot 4 require a discreet GPU - is that the issue here with it not working on Windows 7 Pro with an i7 CPU and 32 GB of RAM?
Kinda but I wouldn't quite phrase it as such. Godot 4 as of now at least requires a GPU(can be integrated) with a good driver level support for Vulkan. That is something that, older in particular, i7 integrated graphics might simply not have. That's on intel btw. Nobody else is at fault on that.
To add to what @Megalomaniak said, Intel has supported Vulkan for many years, but their driver support has been poor. I think many of the older CPUs (up until a few years ago) only supported the Vulkan spec 1.0, which is missing some stuff. Even then, it's not great. Godot 4.0 may open, but it won't be a great experience. Also, most of the useful new graphical features require a decent video card, something like the GTX 1060 or RX 480 (for example for global illumination). So if you have a much older card, or are using an iGPU, it is better to stick with Godot 3.x.
It exports for me and loads, but visually it is all messed up. Just note that this is still an alpha release, and the HTML5 export is experimental and probably won't be working for at least 6 months. 2D games might work, but 3D I wouldn't even bother at this point.
Feature frozen means the API does not change (no new features or additions). It doesn't mean that everything works, in fact, I'm sure a lot of stuff is broken. We will be waiting at least 6 months (my estimate) for anything that could be considered "production ready" but it could be as long as 1 year. No one knows.
I wouldn't even count on this making the 4.0 release, they might just have started working on it to target a 4.1 release that they hope to release sooner than later perhaps. Not that I know anything you don't this is just speculation.
I don't know either. My guess is that they want people to test and report bugs, and/or get more active development since it's technically available in the alpha/beta. I honestly doubt it will be finished for 4.0, but it is possible. Chances are we are looking at 4.1 for stable OpenGL/HTML5, which leads me to think we are talking mid to late 2023 before I would recommend shipping a game using it. But it does sort of work already, at least for 2D (without any fancy effects) it's okay. 3D will load, but it's basically completely busted for anything even remotely advanced.
Godot 4.0 hit beta in the repo 4 hours ago.
The commit message in Guthub:
At long last!
We're now pretty much feature complete (with a few exceptions which might
still make their way to future betas) and ready to move on to the consolidation
and bugfixing beta phase.
The API is more or less settled for 4.0, though we still reserve the right to
do changes if we see that it's really for the better - but from here on we'll
do our best to ensure that early adopters of 4.0 beta have an easy upgrade path
to future beta and eventually stable releases.
A million of thanks to all contributors who worked so hard on shaping Godot 4.0
over the past 3 years! Git counts nearly a thousand of you authoring close to
11,000 unique commits (excluding merge commits). You're all breathtaking! <3